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Unit armory

All units
MH-47G SOAR — in-game image
  • Helicopters
  • USA
  • Transport helicopter

MH-47G SOAR

120Points

Armor
—
Firepower
9 / 100
Range
29 / 100
Speed
58 / 100
Stealth
33 / 100
Survivability
90 / 100
How the scales are calculated
  • Armor — average frontal armor, kinetic and HEAT; 100 is the best value among all units in the game.
  • Firepower — salvo damage: one burst of every weapon in the default loadout with its strongest ammo; 100 is the maximum in the Helicopters category.
  • Range — longest firing range against ground or air targets; 100 is the maximum in the Helicopters category.
  • Speed — road speed, flight speed for aircraft; 100 is the maximum in the Helicopters category.
  • Stealth — inverse of the visibility factor: the harder the unit is to spot from afar, the higher; 100 is the best value among all units in the game.
  • Survivability — hit points; 100 is the maximum in the Helicopters category.

Data comes from the game files, for the default loadout. A dash means the unit has no such value (no armor or weapons).

Loadouts

  • M240 Machinegun + M240 Machinegun + None120Weapon: M240 Machinegun · Weapon: M240 Machinegun · Upgrade: Nonepicked in 49% of deployments · 22,837 times
  • M240 Machinegun + M240 Machinegun + LAIRCM ECM system145Weapon: M240 Machinegun · Weapon: M240 Machinegun · Upgrade: LAIRCM ECM systempicked in 22% of deployments · 10,496 times
  • 2x GAU-21 HMG + 2x GAU-21 HMG + LAIRCM ECM system165Weapon: 2x GAU-21 HMG · Weapon: 2x GAU-21 HMG · Upgrade: LAIRCM ECM systempicked in 11% of deployments · 4,970 times
  • 2x GAU-17 miniguns + 2x GAU-17 miniguns + LAIRCM ECM system155Weapon: 2x GAU-17 miniguns · Weapon: 2x GAU-17 miniguns · Upgrade: LAIRCM ECM systempicked in 5% of deployments · 2,321 times
  • 2x GAU-21 HMG + 2x GAU-21 HMG + None140Weapon: 2x GAU-21 HMG · Weapon: 2x GAU-21 HMG · Upgrade: Nonepicked in 5% of deployments · 2,236 times

On the platform · 14 days

22,497 appearances
Win rate
48%
Pick rate
9%
avg D/R
0.08
Average lifetime
01:12
Survives to the end
24%

Lifetime is the median of 10,454 deployments; refunded units are not counted.

Mobility and detection

On road
290 km/h
Off road
290 km/h
Turn rate
40 °/s
Acceleration
12
Lift capacity
12,500 kg

Detection and survivability

Optics: ground
875 m
Optics: low altitude
1.1 km
Optics: high altitude
1 km
Stealth
1
Suppression threshold
1,000
Infantry seats
32
Dimensions
14 × 2.9 × 5.2 m
Weight
27 t
Repurchase time
-150 s

Armament

Turret 1With option: M240 Machinegun · arc -95…95° · 90 °/s

M240Machine gun
  • magazine 30
  • reload 5–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×400Kinetic
    Damage
    0.8
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 2With option: M240 Machinegun · arc -105…105° · 90 °/s

M240Machine gun
  • magazine 30
  • reload 5–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×400Kinetic
    Damage
    0.8
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 3With option: M240 Machinegun · arc -95…95° · 90 °/s

M240Machine gun
  • magazine 30
  • reload 5–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×400Kinetic
    Damage
    0.8
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 4With option: M240 Machinegun · arc -105…105° · 90 °/s

M240Machine gun
  • magazine 30
  • reload 5–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×400Kinetic
    Damage
    0.8
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 5With option: 2x GAU-17 miniguns · arc -95…95° · 90 °/s

GAU-17Minigun
  • magazine 400
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×400Kinetic
    Damage
    0.9
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 6With option: 2x GAU-21 HMG · arc -95…95° · 90 °/s

GAU-21Heavy machine gun
  • magazine 200
  • reload 6–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 12.7x99mm×400Kinetic
    Damage
    1
    Penetration
    40 → 20
    Range vs ground
    400 m
    Suppression
    26
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 7With option: 2x GAU-17 miniguns · arc -105…105° · 90 °/s

GAU-17Minigun
  • magazine 400
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×400Kinetic
    Damage
    0.9
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 8With option: 2x GAU-21 HMG · arc -105…105° · 90 °/s

GAU-21Heavy machine gun
  • magazine 200
  • reload 6–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 12.7x99mm×400Kinetic
    Damage
    1
    Penetration
    40 → 20
    Range vs ground
    400 m
    Suppression
    26
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 9With option: 2x GAU-17 miniguns · arc -95…95° · 90 °/s

GAU-17Minigun
  • magazine 400
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×400Kinetic
    Damage
    0.9
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 10With option: 2x GAU-21 HMG · arc -95…95° · 90 °/s

GAU-21Heavy machine gun
  • magazine 200
  • reload 6–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 12.7x99mm×400Kinetic
    Damage
    1
    Penetration
    40 → 20
    Range vs ground
    400 m
    Suppression
    26
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 11With option: 2x GAU-17 miniguns · arc -105…105° · 90 °/s

GAU-17Minigun
  • magazine 400
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×400Kinetic
    Damage
    0.9
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 12With option: 2x GAU-21 HMG · arc -105…105° · 90 °/s

GAU-21Heavy machine gun
  • magazine 200
  • reload 6–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 12.7x99mm×400Kinetic
    Damage
    1
    Penetration
    40 → 20
    Range vs ground
    400 m
    Suppression
    26
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Modifications

Front weapons

  • M240 MachinegundefaultArmament: M240 · Armament: M240no extra cost
  • 2x GAU-17 minigunsArmament: GAU-17 · Armament: GAU-17+5
  • 2x GAU-21 HMGArmament: GAU-21 · Armament: GAU-21+10

Rear weapons

  • M240 MachinegundefaultArmament: M240 · Armament: M240no extra cost
  • 2x GAU-17 minigunsArmament: GAU-17 · Armament: GAU-17+5
  • 2x GAU-21 HMGArmament: GAU-21 · Armament: GAU-21+10

Protection system

  • NonedefaultAbility: Decoy flares Each decoy has chances to lure incoming missiles., Electronic countermeasures Reduces incoming missiles' accuracy.no extra cost
  • LAIRCM ECM systemAbility: Decoy flares Each decoy has chances to lure incoming missiles., Electronic countermeasures Reduces incoming missiles' accuracy.+25

Specializations

Abilities

  • Decoy flares Each decoy has chances to lure incoming missiles. · Electronic countermeasures Reduces incoming missiles' accuracy.always available
  • Decoy flares Each decoy has chances to lure incoming missiles. · Electronic countermeasures Reduces incoming missiles' accuracy.always available

Data and images come from the game files, version 1.2.0.3 (with permission from Steel Balalaika).